Monday, August 19, 2013
The Danger Room Funnel
...just realized I wrote "building". Yeah, I was building it. Then I gave up because the power system was so fiddly it evoked the word "building" and the GM was cool and built it for me and it took him like 15 minutes because he knew the system.
Which got me thinking how even though I like some things about build systems (one thing actually: as your points dwindle, you learn new things about your PC, like...she has Journalism and Engineering but no Library Use...so I guess she's some kind of charming mechanical savant) the main point of allllllll that headache in superhero systems of taking 3 points from here for Limited Range and adding 2 points there for Advanced Loudness is for people to be able to estimate the power level of the campaign.
Which, with stuff like Champions and Mutants and (Would you like Masterful Jump or Jumptastic Finesse?) Masterminds and Wild Talents seems like a tremendous amount of lonely work for a pay-off that's not too terribly grand.
Then I thought why not sum over all that?
So here's the Danger Room Funnel:
1. Everybody make a PC. Just throw together somebody that looks like who you wanna play, don't worry about the points.
2. GM starts the session: the players are performing a training exercise. They're fighting a bunch of clones or robots and each other in a massive battle royale. Anybody who gets knocked out immediatley gets healed up and sent back in.
3. GM and players monitor the results, then tweak their PCs according to their performance.
4. All the changes are explained away by a massive bombardment of cosmic rays or Bendis starting a run on the book or some shit.
5. Players who intentionally play half-assed in order to not have their powers adjusted are declared boring and excommunicated.
Yeah it takes 2 hours but so does deciding whether your guy has Advanced Smell or Smelling Acuity so why not spend those 2 hours playing?